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Covid-19 Impacts analysis on 3D audio market

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2021-04-15

Covid-19 Impacts analysis on 3D audio market

Before the COVID-19 pandemic, a modest growth rate in the 3D Audio market was witnessed globally. After the pandemic, the global 3D audio industry has faced a dual impact. The production facilities of the electronics parts have been halted owing to the logistics slowdown and unavailability of the workforce across the globe. 

On the other hand, various e-commerce companies all across the globe have discontinued the delivery of non-essential items (including most of the electronics products), which is affecting the assembly of 3D audio enabled devices.

 Apart from this, COVID-19 has also disrupted the global supply chain of major 3D audio brands such as  Dolby Labs, DTS, Inc, Sennheiser electronic GmbH & Co and others . China is the largest producer and exporter of various electronics input supplies that are essentially used by these companies to produce finished 3D audio devices.

The ongoing production halt in China has forced the other 3D audio manufacturers based in the US and Europe to hold the production of the finished goods on a temporary basis, which in turn leading to the gap in the demand and supply of the products.

The COVID-19 pandemic has drastically affected the entertainment industry. The cinema halls and multiplexes are closed. In addition, whenever cinemas open, they will lose peak annual occupancy of 30-38 percent which may not be achievable for both INOX and PVR due to the social distancing norms. The cinema halls and multiplexes are the major users of 3D audio. This factor will hinder the market growth in the forecast period.

Many companies may not survive this crisis, especially if it lasts for a long time. Just-in-time delivery is feeling the effects as well as advertising and support. Dependencies in the supply change and availability of critical components can easily cause an otherwise profitable company to go bankrupt. 

 However, physical events have transformed into virtual ones and press conferences have gone online, work from home became a necessity, meetings are online which created a demand for audio devices in large quantities. This factor has created an opportunity for the market players to sell their 3D audio devices  in the middle of a pandemic to meet the requirement of people.

Japanese video game giant Nintendo has made an announcement saying that the disruption to the Switch console production caused by the Coronavirus epidemic was inevitable. As such, shipments of the console and its accessories are being delayed. Shipment for games like Ring Fit Adventure which right now is out of stock worldwide will also be delayed. 

Sony, which is the owner of famous game PlayStationTM  is also voicing the alarm about the Coronavirus’s disruption in parts supply and manufacturing. Supply chain participants in the PS5 or Xbox Series X were significantly disrupted, limited inventory for the launch window would be a bigger problem if it led to some games being delayed by a quarter. The gaming industry is one of the largest users of 3D audio, but disruption due to pandemic has largely affected the industry. 

Thus, these factors will hinder the growth of the market during pandemic. But when the situation becomes normal the market will grow with a steady rate in the forecast period.

Some of the researchers are collecting audio recordings of respiratory sounds and analyzing the data in an attempt for mass diagnoses. 

A University of Cambridge research team made up of computer scientists, data analyzers, mobile application engineers, biology professors and physicians may be very close to collecting enough data in order to produce a mobile app that could screen an individual’s speech, breathing and coughing sounds to tell if they have been infected with the novel coronavirus. 

Using Sound To Hear Coughing: A study was approved to collect the data needed to study respiratory sounds that may indicate and diagnose an infected COVID-19 individual from a healthy one. Thousands of audio samples are being collected and recorded from both healthy and COVID-19 infected subjects online here. Study subjects are asked to speak, breathe and cough as they are recorded from their computers to get a “picture” of what healthy and COVID-19 infected lungs sound like. The study was approved by the Ethics Committee of the Department of Computer Science and Technology, and is partly funded by the European Research Council through Project EAR.

The data would be more telling if the respiratory sounds were recorded binaurally, to get a 3D snapshot of the waveforms’ true, 3D spectral analysis. Nuances and indicators of COVID-19 respiratory sounds – such as specific spatial locations for sounds emanating from the lungs and throat – could be recorded binaurally – making a huge difference in obtaining a more accurate snapshot of what COVID-19 really sounds like, and could be far more accurate in detection. For example, the depth of a COVID-19 subject’s cough versus the depth of an acute COVID-19’s subject’s cough (with pneumonia) could be analyzed and detected faster, resulting in acute case diagnosis that may require hospitalization, possibly saving lives more expediently.

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Sai Kiran
Sales Manager at DataM Intelligence
Email: [email protected]
Tel: +1 877 441 4866

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